quartz: Fill up sound buffer while in paused state.

This commit is contained in:
Maarten Lankhorst 2010-12-01 13:14:59 +01:00 committed by Alexandre Julliard
parent 6e69cd4df4
commit e591700177
1 changed files with 6 additions and 7 deletions

View File

@ -146,7 +146,9 @@ static HRESULT DSoundRender_GetWritePos(DSoundRenderImpl *This, DWORD *ret_write
DSoundRender_UpdatePositions(This, &writepos, &min_writepos);
playpos = This->last_playpos;
if (This->filter.pClock == (IReferenceClock*)&This->IReferenceClock_vtbl) {
if (This->filter.state == State_Paused) {
write_at = cur = -1;
} else if (This->filter.pClock == (IReferenceClock*)&This->IReferenceClock_vtbl) {
max_lag = min_lag;
cur = This->play_time + time_from_pos(This, playpos);
cur -= This->filter.rtStreamStart;
@ -226,12 +228,10 @@ static HRESULT DSoundRender_SendSampleData(DSoundRenderImpl* This, REFERENCE_TIM
DWORD writepos, skip = 0, free, size1, size2, ret;
BYTE *buf1, *buf2;
if (This->filter.state == State_Running)
hr = DSoundRender_GetWritePos(This, &writepos, tStart, &free, &skip);
else
hr = S_FALSE;
hr = DSoundRender_GetWritePos(This, &writepos, tStart, &free, &skip);
if (hr != S_OK) {
SetEvent(This->state_change);
This->in_loop = 1;
LeaveCriticalSection(&This->filter.csFilter);
ret = WaitForSingleObject(This->blocked, 10);
@ -251,7 +251,7 @@ static HRESULT DSoundRender_SendSampleData(DSoundRenderImpl* This, REFERENCE_TIM
if (skip)
FIXME("Sample dropped %u of %u bytes\n", skip, size);
if (skip >= size)
return S_OK;
break;
data += skip;
size -= skip;
@ -362,7 +362,6 @@ static HRESULT WINAPI DSoundRender_Receive(BaseInputPin *pin, IMediaSample * pSa
cbSrcStream = IMediaSample_GetActualDataLength(pSample);
TRACE("Sample data ptr = %p, size = %d\n", pbSrcStream, cbSrcStream);
SetEvent(This->state_change);
hr = DSoundRender_SendSampleData(This, tStart, tStop, pbSrcStream, cbSrcStream);
LeaveCriticalSection(&This->filter.csFilter);
return hr;